Our Man, Dragon by scoopsy 2013-12-20T11:46:00
Cool idea! The spawn rate seems a bit quick, though.
Foon → Ludum Dare Explorer → Users → rojo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Supplicant - A DOS Text Adventure | jam | 857 | 3.41 | 3.34 | 3.08 | 2.93 | 2.87 | 2.07 | 2.77 | 3.58 | ||
| 2017 | 40 | The more you have, the worse it is | Inversiosynthesis | jam | 105 | 3.95 | 3.90 | 3.95 | 3.50 | 3.65 | 3.78 | 2.72 | 3.95 | ||
| 2017 | 38 | A Small World | Stellar Twist | jam | 131 | 3.84 | 3.40 | 4.28 | 4.20 | 3.80 | 3.65 | 3.79 | |||
| 2016 | 37 | One room | Legacy | jam | 293 | 3.56 | 3.06 | 3.33 | 3.56 | 3.94 | 3.53 | 3.94 | 41 | ||
| 2015 | 34 | Two Button Controls / Growing | Harvest Dues | jam | 52 | 4.00 | 3.87 | 3.77 | 3.91 | 3.74 | 3.23 | 2.71 | 3.33 | 45 | |
| 2015 | 33 | You are the Monster | Lairkeeper | jam | 716 | 3.00 | 2.67 | 2.72 | 2.78 | 2.72 | 3.06 | 2.56 | 35 | ||
| 2015 | 32 | An Unconventional Weapon | Hush | jam | 291 | 3.48 | 3.41 | 3.78 | 3.67 | 3.57 | 3.67 | 3.06 | 3.43 | 46 | |
| 2014 | 31 | Entire Game on One Screen | Slime Spire Showdown | jam | 358 | 3.37 | 3.13 | 2.52 | 3.31 | 3.07 | 3.19 | 3.00 | 2.74 | 45 | |
| 2014 | 30 | Connected Worlds | Icarus Crisis | jam | 100 | 3.69 | 3.20 | 3.68 | 2.90 | 3.29 | 3.19 | 2.50 | 3.31 | 56 | |
| 2014 | 29 | Beneath the Surface | Tiny Haunt | jam | 273 | 3.36 | 3.53 | 3.46 | 2.09 | 3.34 | 3.47 | 3.00 | 3.09 | 100 | |
| 2013 | 28 | You Only Get One | Golf Quest | jam | 438 | 2.66 | 2.14 | 3.21 | 1.94 | 2.54 | 2.61 | 2.23 | 2.22 | 57 |
Cool idea! The spawn rate seems a bit quick, though.
Zipping around is pretty fun! I could see a sweet racing game coming out of something like this.
Hey, great job! It was pretty awesome to experience on my Rift!
Hey, I liked the art! I feel like the enemies can take a bit too much punishment, though.
As a side note, your windows version worked for me.
I really liked the level design!
Nice music, nice graphics! It would have been cool to have a bit more to fill in some of the wide open level space.
Cool. Glad you learned something! I learned a lot as well.
Fun concept!
Nice art style! Level 3 is pretty challenging. Took a bit to figure out how the defense bubble worked.
Pretty tough! I like the use of the theme, though.
Cool, simple concept with nice atmosphere!
Cool song, and I liked some of the art! I got stuck on a blob a couple times though which was rough.
Nice art style, and fun puzzles!
I liked your use of the theme!
I failed so many times, but it did look nice!
Pretty well done! Good job getting some decent voice work in there.
This was great! I loved the boss battle at the end.
Not bad for a first run in with Unity! I liked the graphics, too. As others have said it's not ideal to wait for a slow platform...maybe it would be better to have it start moving after the player steps on it.
@john_conder9 - Yeah the one hit death thing was my attempt at fitting with the theme, and I agree it's not a great fit for this game.
Today I learned that I should never be a waiter.
The intro and concept were cool! It would have been nice to have some kind of indication where / when monsters were about to spawn.
Nice! I like the stealth mechanic. The audio & atmosphere were pretty good as well. Of course maybe the zombies wouldn't detect this guy so easily if he stopped talking for half a minute, haha.
I really enjoyed this one! It brought back old school Doom memories even though it's a completely different type of game.
A bit tough to keep all the types straight, but I love these kinds of games. Good job!
Nice use of theme, and awesome level design!
Hey not bad. I enjoyed the control scheme. I think a music track would have gone a long way, but I know that feel when you have to start cutting features for time. I had to do the same for my game.
Great job! Nicely polished mechanics with a good visual aesthetic and decent sound. The level design was solid as well.
Really well polished all around with some challenging platforming.
Great job! I definitely felt connected to the message from a philosophical standpoint. The music was excellent.
This was really fun. Graphics were decent, and I liked the music as well. An animation on the character would have been nice. Also, it would have been good if the level up notes stayed on screen a bit longer.
The level design and the execution of the mechanics for this game is really excellent, and I love the visual aesthetic.
Great job! I had a blast playing this. It's a small touch, but I enjoyed getting points for jumping with reckless abandon.
There doesn't appear to a ton of "game" right now (not unlike my own entry), but it's a fun concept that could be turned into a sandbox building / base management game. Also I think the ant could do with a little bit of a speed boost on long trips.
Mechanics felt pretty good, and the visual aesthetic was pretty nice. Definitely fun overall!
Very nice! Really digging the aesthetic. The random stuff you can find was a nice touch, too.
I think the sounds mechanic is a cool concept. If you had the time, some ambient background music and animations would help the overall experience.
Well done puzzler. Graphics and audio were good. My main complaint would be that I couldn't hold down the arrow keys to move.
Really nice looking game. Seems short, but the gameplay that is there is solid. Would definitely be interested in seeing a bigger version of this.
Really great job! The aesthetic is gorgeous.
Scratching off the surface of each page was pretty satisfying.
Pretty cool use of theme! It's been awhile since I've had some fun with a good old fashioned text based adventure.
Loved the simple puzzle mechanics. Overall the game is pretty impressive for a 25% time commitment. The graphics looked nice and the sound was decent as well.
Animations are pretty slick, and the tune is catchy.
Cool atmosphere. I liked the graphics as well. The mouse sensitivity was extremely high for me which made things difficult to control by default. Some of the text that popped up disappeared a little too quickly. Also, I think some background audio would go a long way toward solidifying the experience.
Good looking game. It was a little tough to translate the depth reading to actual screen space, but i managed to get the sub with my last charge.
Nice puzzler! The electrocution animations are pretty great.
Nicely done! The game's really well polished, and it looks and sounds great.
Had a heck of a time getting over that first lava pit. The force mechanics in the game were pretty fun, though. Parallax backgrounds always look nice, too.
Your sfx were really good. I also like the simplicity of the graphics. I think the game starts off a little slow as far as the more complex patterns of fish go, so tightening up the pacing could be a good improvement.
Fun concept. The game looked really nice. The background music was really quiet, though. Also the single player controls weren't terribly well laid out.
Pretty cool take on the theme. The music was great.
Nice job! The mechanics felt good. The graphics and audio were great.
Nice job! The whole mad lib element is probably one of the more original concepts I've seen recently. Anyone who's interested can see my ending here (possibly NSFW). http://tinyurl.com/l95px24
The song & gameplay were pretty solid, but I had to focus so much on the fret board that I never payed any attention to the cat. It might be a better experience if you show the key presses on or near the the things he's platforming across.
Always glad to play another text adventure. Brings me back to the days of Zork & MUD's.
Nice concept. Could be cool with some more work.
Well I can now scratch "become mimic octopus" off my bucket list. Good job!
Cool concept! Definitely good use of theme in my opinion.
Pretty fun. The puzzles were generally a bit on the easy side. Some background music would have been nice as well. Other than that the game looked good and played well.
Loved the visual aesthetic. Overall I thought the game was pretty innovative, and the mechanics were easy to grasp. Great job!
Pretty simple, but surprisingly fun. The music added a nice bit of atmosphere as well.
I'd say you guys did pretty well in the art department, considering what usually passes for "programmer" art.
Really well done. The graphics and audio were great. It has a nice board game feel almost. While the static filter looked nice initially, it did start to wear after awhile. It would also have been nice to be able to zoom out a little. It was also a little unclear how the turn advancing worked.
Nice job on the graphics.
Fun concept. I felt like the enemy zombie spawn rate was maybe a little too high, though, but otherwise the game played well.
Fun idea. 3D is always pretty impressive for LD. I feel like the torch radius could have been just a little bigger. Another idea is maybe some kind of audible feedback as you approach an edge in the dark.
I enjoyed this one. Pretty straightforward. It would be interesting to see it expanded on a little - different planets, running a space mining business, etc.
Haha this was great. I got a good laugh out of some of the prizes.
Not bad. Some decent challenge. The music and sound effects were way, way too quiet. I couldn't hear them at all without headphones. Animation would help the overall experience. Also the character moved pretty fast, so dialing that back a bit would probably make the game feel better as well.
Great old school feel. Pretty good base for a game for 48 hours.
Cool use of theme. Nice graphics as well. Not super fun, though. Might be better if it felt more like a game - faster moving tumblers, time limit, etc.
Absolutely loved it! Great graphics and music. Lots of fun looking for treasure. Definitely scratched that Wind Waker itch. One UI suggestion: it would have been nice to be able to select a map and see a miniature version of it in the bottom right corner of the screen.
Nice simple game. I chuckled at the shark animation. I think a bit more challenge would do some good, such as enforcing the task to get more than 1 pearl (my own game could also use a bit more challenge).
Great game. The visual aesthetic is good, and the mechanics are solid.
Pretty fun. The UI was pretty amusing.
The lighting effect looked pretty nice, and the art overall was pretty good. I would have been cool to have a little more action - like if the fish swam around or something. A little sonar wave that pulsed out infrequently to give you a brief hint as to where things are outside of the light might have been cool as well.
Nice visual and aural aesthetic.
Nice visual aesthetic, and I loved the music. Gameplay was pretty good overall, but it would have been a lot more enjoyable starting over from the current level when you die, rather than level 1.
Nicely done. The game felt really complete & coherent, and I think it's a great foundation for a larger project.
The buttons and text were incredibly tiny on my Nexus 5, making it difficult to read or tap things. Aside from that, the gameplay itself was simple enough and generally enjoyable. Some sound would have added a lot to the overall experience, and the graphics could use some more iteration. Also, there appeared to be some z fighting between the good captain's head and the background above the water in the Android version. Anyway, always cool to see a mobile game - they're pretty uncommon!
Not bad. The sub movement felt pretty smooth, and the parallaxing looked nice.
Really nice looking with some good atmosphere. There doesn't seem to be a whole lot to do - some more challenging platforming sections probably would help in the gameplay department.
Good music, and a great concept. I felt like the controls were maybe a little hairy compared to what I'm used to. Also the one hit death was pretty brutal.
Nice job capturing the old school experience. Though honestly it makes me appreciate modern controls / UI design that much more.
Cool mechanics concepts. I felt like the snake moved a little too quickly, making him sometimes difficult to control.
The particles around the trees look good.
Funny idea. The wave effect was cool, and I enjoyed the gameplay. The music could use a little work though.
Not bad. Digging stuff up was pretty satisfying. I would say a potential improvement would be to adjust the pacing of the enemies while adding a cooldown to your attack so there's a little more strategy there other than spamming the attack button.
So rescue. Very find. Wow.
I liked the art / animations on the little dudes.
Nice job for your first LD. It's a good base for a game. Some background music or sound effects would go a long way. Also shaking up the timing / speed of the rocks falling could have positive effect on the gameplay.
Fun concept. I "dug" the graphics. Some audio would have added a lot to the overall experience. Navigating with the mouse felt a bit wonky. Some additional mechanics could take the game to the next level, like having a time limit, having it cost money to dig, or being able to spend money probe for cartridges.
I chuckled when I fished up a missile, and I didn't pay attention to the screenshot before playing so the subs were a surprise. I think the simplest improvement for the game would have been some background music. Gameplaywise, it would have been cool to see some traditional fishing mechanics like having the fish fight the line / line snapping. Overall good job, though!
The timing on the trains seemed a little haphazard, and I think you could get a lot out of polishing that area, but overall the train hopping mechanic is nice. It was also a little tough to click on the right train sometimes, but it was manageable. Also the graphics are pretty good.
Hey, pretty fun. As a programmer I thought the concept was really cool. The code added a nice aesthetic to the simple graphics. I didn't hear any audio unfortunately. I think some music / sfx would add a lot to the game.
The upgrades were pretty fun. I killed soooo many people.
Interesting concept, and not bad for only 8 hours.
Cool puzzle mechanic. Fairly easy in my opinion (though certainly not easier than my own game, which is impossible to lose). Was cool to play a mobile LD entry.
Interesting idea, but not very well explained. Multiple times I had everything connected with something else and the number within the range, but I still failed. Aside from that the graphics looked pretty good, and the ambient audio was a good fit.
Well done! I'm really impressed by the amount of quality content you guys were able to do in such a short amount of time.
Pretty interesting take on the theme, with some nice atmosphere.
Definitely enjoyed this one. I got a laugh out of dirt flavored lipstick. Some background music would have been great, though.
Hey, not bad. I got a kick out of some of the humor. The first two levels were pretty easy, but the last one was much harder. I think the game could have used some checkpointing, and a proper level reset when you die.
The game is pretty hard. Adding in a checkpoint system at the beginning of each level was a good choice, and the music was decent. I think the graphics could do with a little more work. Also, the jumping mechanics could use a little more iteration so they don't feel quite as jerky.
Nice simple entry. Smooshing ants felt pretty good.
Not bad. Minor quality of life suggestion: let me click and hold to move / attack continuously.
The controls were a bit tough for me for some reason, but the disturbances looked pretty cool, and the music set up some nice ambience.
Really good job with the mood. As far as I got whatever was upstairs only walked in and out of the house. I think it might have been a bit more engaging if they had some different movement patterns to let my imagination run wild with what they're doing up there.
Cool take on the theme. The guy moves way, way too fast on my machine, which makes me think your gameplay code is tied to FPS rather than time slices. Still it was playable and blowing up the moles felt really good. Nice sound too. A little more challenge would be good (something my own game could use). Maybe limited shots or something would be a positive change.
The graphics in this game look pretty cool.
Pretty challenging. It took awhile to get used to the jumping mechanic. It's a bit nonstandard so I think that's why some people have difficulty with it. Overall a cool idea and nice presentation, though.
Nice use of theme, and the music was rad!
I thought the mechanic was great! Some music would have added a lot.
Very cool concept. Red was way harder for me than blue! I think some music would have been a good addition, but overall it was pretty fun.
The graphical style was fitting. I think the game could use some work in the UI department. It's really difficult to see what I'm upgrading, for example. The music was good, but super quiet for me compared to the sound effects. I think the game would be more interesting if enemies didn't take a straight path to the portal, and if I could see where they're going to come from ahead of time rather than having them come all at once from all directions. Overall the difficulty was pretty easy up until wave 7 at which point it got super hard. Managed to squeak by with 5hp left, though!
Cool mechanic. The sound effects were good, but maybe a little too subtle. Some music or ambient audio would make a big difference. Overall the puzzle design was good.
Really liked the concept behind this game. It was fun to watch the particles fly around the screen and try to figure out where stuff is. Good job!
The music and art were top notch! I feel like this game is an accountant's wet dream (or anyone else who uses a numpad professionally).
Pretty interesting game. Could use some more explanation as to how everything works. I didn't realize for quite awhile that there was actually another slimilization nearby. The art style and character design was pretty good.
Pretty much nailed the "customer service" experience. I laughed a few times, but only to cover up my uncontrollable inner sorrow as I remembered my own calls from years past. Good job!
Ha, very clever. The comic book-esque intro was a nice touch. The art did a good job of portraying the mood.
Also you're my first LD30 game, so hooray for that!
It's an interesting base for a game. I liked the simplicity of the art as well, and I definitely got a few laughs out of the voice overs / tips! Some background music / ambient audio would have been nice.
Also if anybody is concerned, I scanned the download with ESET, as I do with every LD download, and it's fine.
Definitely chuckled at this a few times! One thing I noticed is there's a minor music looping issue (for me at least). I think some sound effects would be a nice touch as well.
The art was really fantastic, and did a lot to set the mood. I kind of felt like my choices were more or less randomly made because I could either talk to someone or not, and the choice didn't seem to have an effect until the game was already over. Also the font was a little tough to read at times. Overall, pretty cool, though!
The art and overall presentation is absolutely gorgeous! I just wish there was more game to back it up. The music was good but once the wubs kicked in it didn't really seem to fit the mood anymore.
Regarding ESDF: think about where you hands naturally sit on an English keyboard and you'll see why it's better than WASD (for people on those keyboards)
pansapiens - Hey, thanks for the write up! You're correct about everything except the numbers on the tiles. They don't actually indicate difficulty, they're just used for when you initially deploy a soldier. A roll between 1 and 6 is made, and you can deploy on any tiles with the number matching your roll. Sorry for the confusion!
Mekuri - Sounds like you may have found a bug. Sorry about that! Glad you were able to win regardless.
Pretty fun! Some music would be nice, though. There should probably be some kind of in game help that shows / explains the planet moving mechanic.
Pretty fun, with decent puzzles. The music was pretty solid.
Cool concept with nice art and music. My biggest gripe with the game is that the control scheme is really unintuitive. I think it would be better if I could turn in place.
Really great use of the theme! Graphics and audio were solid as well. I think the controls were a little touchy and could use some smoothing out, though.
Controls definitely felt really smooth which made for a pretty solid game overall. Good job!
Some music would have been nice. Not sure I'm seeing the theme connection. Also I thought the game was a little easy. The art was pretty solid, though, and I think the core mechanic was pretty cool.
Nice job. The movement was interesting. The score seems kind of irrelevant, and some feedback when getting shot would be useful. On the up side, the music and graphics were great, and things definitely got pretty funny!
The story was interesting. My biggest complaint is that I walked super slow.
I don't know what just happened, but I think I'm glad it did!
The gameplay was pretty fun, but the walking sound was kind of grating after awhile. Also the ambient audio was way quieter than everything else, so some volume balance would be nice.
Graphics were great. The mechanic of destroying enemies in soul shift mode was cool, but not immediately clear. I think an indicator on the edge of the screen that points to the nearest portal would be helpful.
Looked nice, and the gravity mechanic was pretty fun to play around with. Some music would have added a lot.
The core concept is pretty fun. Kind of easy. I think some kind of timer or move counter to mark performance might make things a bit more interesting. Some sound effects when you slide a character into a good or bad space might be nice, as well as a sound for successfully completing a level. The music speeding up was a little confusing as it didn't seem to be tied to any change in game state.
The presentation was incredible! The portal mechanic worked well. The sound was a bit quiet so I had to turn my volume way up, but it was good. I did feel like I got hung up on terrain unfairly sometimes, so a little better collision handling would improve things a bit.
I thought the puzzle design was pretty good! You did a great job of showing what each tile did as well. I think if you had time to code it in some sound effects would be the icing on the cake (har har). Also saving the state of the placeable objects between attempts would have been a welcome feature. Nice work!
Definitely high marks for innovation and theme! I didn't get very far - some checkpoints would have made life easier.
Surprisingly fun! I think the connection to the theme would have been stronger if you had to play while looking at the one screen, but that's a minor thing. Also, I think it would have been cool to not just destroy things, but to try and land the coin inside of objects as well for points. Solid entry overall, though!
Cool, simple idea! I liked the graphics overall and the different faces in particular, which gave the game more personality than it would otherwise have. I found the robot a little difficult to control, so maybe slowing it down just a bit would be a good change. Something else that might be nice would be events or powerups to shake up the gameplay a little.
Loved the overall feel of the game! The animations were great, and in particular the state change when the candy monster was hot on your trail was a nice touch. Music fit pretty well, too. Good job!
Cool concept! The vision cone effect was really awesome as well. It's a bit difficult to figure out where things go, but I'm not super great at puzzle games. Still, some more feedback in that department might improve the overall experience.
Really nice retro feel! Graphics and audio were pretty solid. I think the next step would be to add some purpose - high scores and the like. It might be interesting if you had to tap a series of buttons to raise flags as well, rather than just standing next to them. Good job, though!
@pht59x I think you may have had your sound turned off - it's the first I've heard of the issue!
I thought the concept of keeping a crystal around was pretty interesting! I'm not sure if I see exactly how that ties into the theme, though. Also, I think the combat could use a little more love. Still, the graphics were solid, and the audio was pretty good - it added some nice atmosphere. Overall solid work!
Definitely a clever use of the theme! The platforming overall felt solid and the graphics and audio were pretty decent as well. I did find the fisheye effect to be pretty distracting and sometimes frustrating to deal with for general gameplay, however. Nice work overall, though!
Clever name! Overall I liked the use of the theme. The graphics were great as well. I think some music and sound effects would go a long way to complete the experience. Nice work!
The core concept of the gameplay is sound, but it needs more juice. It felt like the controls were a bit off as well. Something to mix up the gameplay would be nice - powerups, bonus circles, etc. Also some more work on the graphics to add context would be a welcome addition. It's a good start, though! For future reference you should probably embed the Jam version until voting is over to avoid confusion.
Being able to chuck so many different projectiles at the enemies was definitely pretty fun. The audio for that last boss was pretty creepy, and the graphics were pretty solid as well. Good job!
I like the little ninja faces! It was pretty amusing to watch the ninjas flail about. As far as the gameplay goes, it's pretty simplistic - something to shake it up would be a welcome touch. Maybe an attack move as well. Also some music and sound effects would go a long way toward improving the experience.
Pretty solid! The shooting felt really nice. It was a bit tough, though. I think some enemy and weapon variety would add a lot.
The graphics were pretty good and the game controlled well. The music was decent, but seemed like it was on a pretty short loop. The character overlay on present pickup was a little distracting and sometimes covered up important gameplay stuff because of its size, so making that smaller might be a good idea. Nice work!
It's a really interesting concept - definitely feels innovative! I think it's a bit too tough at the moment, though. If you had three sensory modes total instead of six I think it would tighten things up a lot. I'm also not sure if I'm seeing a strong relation to the theme, but maybe that's just me. The audio fit really well and added some nice ambience, though! Also, in the future it would probably be better to embed the version you submitted until voting ends to avoid confusion - a lot of people don't pay much attention to the game description.
Really nice looking game! Between the graphics and the audio there was some nice mood as well. Some of the jumps were pretty difficult, but not unfair. I wish the character stood out more - I had a hard time figuring out where I was or what I was controlling initially.
Nice work with the graphics and the dialog! I realize time is a factor, but I do wish there was more 'game' to be had.
I really like the concept! However it seems like being seen by the managers didn't have any effect, and even though I completed all 10 tasks and made it to the exit, I didn't get a victory screen. Once the time ran out the game just sort of froze up. I'm going to guess you ran out of time to complete things. Fixing those bugs and adding some ambient audio or sound effects would make this a lot better overall.
It's a cool concept! It reminds me a bit of the missions you can send your garrison followers on in the latest WoW xpac. In its current incarnation it's not super fun - seems like there's a lot of waiting. Reading the text can be interesting but wears out pretty quickly. I think some sprites showing the simulated battle would be a really awesome addition. Some sound effects and a change of music while on mission would be a nice touch as well. I was able to figure out some of how the game worked mechanically on my own, but for something like this a tutorial or some additional instructions would go a long way. Overall good job, though!
Hey, not bad! I wish the whole level didn't reset after every death, but it played pretty well aside from that.
Lol. This game, like Mount Your Friends, proves that dangly parts are hilarious! I got up to 53 inches. It'd be cool if there was a way to more reliably play after your thing gets huge.
Really well done puzzle game! The hat switching / convincing the critters to fight each other was a charming take on the theme. The story between levels added some nice context to the levels. The music and sound effects also felt very appropriate. I think my primary criticism would be that the movement felt a little choppy to me. Smoothing that out might improve the experience. Great work!
Pretty fun whipping the noodle around. Got a bit framey at times on my version of Firefox (37.0.1), but never totally unplayable. I think some music would be a good addition. Being able to drive / turn faster might be a fun tweak as well. Good job!
Herding the cubes was definitely a challenge! The core concept / gameplay is pretty good. However, I'd like to see some more feedback on screen regarding when I can place beacons, and when beacons / goal zones are about to disappear. Some music or ambient audio would also go a long way, as would some more interesting graphics. Still, overall nice job!
Twine games aren't really my thing from a gameplay standpoint, but I did enjoy reading the story and considering my choices. The audio and flashlight effect definitely added a lot to the experience! I didn't see anything, but it might have been cool to be able to find different things in the darkness from time to time as the story progressed. Nice work!
Haha, that VO work is great! Good interpretation of theme. It's fun to bounce around for a bit, but it seems like the collisions could use a little more fine tuning. Nice work!
The game had a really nice, coherent aesthetic between the audio and graphics. It was fun to match up the echos as well as to goof around at the end. I also enjoyed the changes in the backdrop as things progressed. My main criticism is that I'm not seeing a strong connection to the theme. Still, great work!
The slowdown effect and bullet cam are both nice touches. However, I could do without the timer and having to restart from the very beginning when failing a level. Still, the core concept is pretty fun!
Really cool concept! It was pretty fun running around and outsmarting the guards. Some sound effects would have been a nice addition. I also encountered a bug that made me fall through the floor while I was in a room. Don't remember exactly what happened there, sorry. A restart button for the current level would have helped there. Overall great job!
Pretty solid! I liked the aesthetics, and the gameplay felt pretty good. It'd be nice to have some music as well as some different enemies / enemy movement patterns.
The mechanic was nifty. I liked the graphics as well. The game was pretty good overall, but I think it may have been more fun to have more enemies, but a higher amount of killing power to compensate as the pacing felt a little slow at times. Still, good job!
Driving around was definitely a blast! I do wish you had more tolerance for collisions (without powerups) as having to play it safe sort of takes away from the fun at times. The graphics were simple, but had a nice, cohesive aesthetic. The game kind of reminds me of Blast Corps from the N64 days, which was pretty good as well. Check it out sometime if you haven't heard of it!
I tried out some weapons for a bit and generally had a good time shooting my stationary opponents. I abstained from rating you in Fun / Overall since I couldn't get the full experience solo. Seems like it would be pretty cool, though!
I'm happy to report that my beard pedigree did not fail me.
As for feedback, the audio was a good fit for the atmosphere. High marks for theme as well. On the controls side I wish A was jump instead of RB. Also rapidly tapping a joystick to attack felt kind of awkward. Still, good job overall!
The mechanic of shooting enemies with the special gun before they can be destroyed by your towers / other bullets is interesting. The UI could be a little bigger so it's clearer how many of each thing I currently have. Some shapes to look at other than circles would have been welcome as well. I think having enemies spawn in more distinct waves would have made things feel less chaotic. Still, it played fairly well. Good job!
I don't know if controlling a conventional weapon unconventionally makes it an unconventional weapon, but I can say with certainty that the game was pretty fun! The aesthetics of the game were pretty good, but it would have been nice to see something more interesting than rectangles. Still, good job!
Audio was great, graphics were decent. Nice use of theme. Some more weapon or enemy types would have been nice. That toast is op for sure, though!
Your game has a nice message to it. Using your voices for the music / sfx was charming. I got to 70, but I would say that a few more movement patterns for incoming words might be a way to add a welcome bit of variety to things. Nice work!
The concept is good, and the graphics were pretty decent. However, the game was pretty glitchy for me - I got stuck on terrain or invisible guards a lot, and often couldn't attack. I'd say some more focus on bug fixing would be a great way to make this a lot more fun!
Pretty funny overall! Controls felt pretty good, though sometimes guys would be able to shoot me and it wasn't clear why. Good job!
Nice work! The music loop was a little short, but the game played pretty smoothly and felt complete.
Haha, this was a pretty fun take on the theme. Nice work! One suggestion: make the objects a bit more responsive / easier to interact with in some cases (toilet for example).
Nice remix of snake, and a great take on the theme! I think some refinements on the obstacles would help keep you on your toes as you conga for glory.
As someone who runs a small let's play channel I got a good laugh out of this. Some of those games are tough to guess! What really cracks me up is that dudebro can afford a mixer, but seems to still be using a $3 mic from the mid 90's. I think a bit of a longer music loop wouldn't have gone amiss, but other than that great job!
Pretty challenging! When you fail things are a bit abrupt, but one thing that might help aside from a transition is resetting your facing. Nice work!
Game's pretty tough, but I enjoyed the simplicity and the aesthetic. Nice work!
Had a good time blasting away with my firing squad! I liked the aesthetic a lot as well. I think some powerups or secondary fire modes would help mix it up and keep things fresh as you get later into the game.
For awhile it was pretty tough to drill the button combos into my brain. Still, the game was pretty fun and I liked the aesthetic. Good job!
Definitely a fun way to ship goods! The wanderer spawns were a little difficult to keep up with as the game progressed.
Loved the hamster! The music was a good fit as well. I think some ammo pick ups would be a nice touch. Also fine tuning the collision / movement / shooting mechanics would be good - they felt a little clunky. Overall nice job!
I thought the idea of moving things out of the way of the enemy was an interesting change of pace. Graphics and audio were decent. Nice job!
Great little game! Some background music would have been a nice touch.
I like the art style and graphics in general. The guy's face in the middle of the UI was great. The music was on a bit of a short loop, but felt appropriate. I wish there was more to the gameplay than clicking on enemies to kill them, though.
I liked how the corpses smooshed kind of like gummy worms. I also liked the visual cue of the required delivery mirroring the shape of the actual body. I had quite a few successful deliveries and a few 'expired' clients, but it didn't seem like there was a win / lose condition which would have been nice to see.
Simple, fun concept. Reminds me of Q-Bert a bit, but way less frustrating. Music switch as you got to later levels was a nice touch. Having to restart from level 1 with no leeway for failure felt pretty punishing, though. Overall nice job!
Pretty fun! I liked the art style and the audio was decent. The buttons spawning in the very bottom row of blocks were tough to see at first. Also, sometimes the enemy spawn locations seemed a bit unfair.
Felt a bit slow in the beginning, but the pace picked up nicely after a bit. Nice take on the theme!
It was cool to build guys and watch them get to work. However, the pathfinding definitely needs some love. Also some way to direct guards more efficiently would be great. I pretty much took over the room, but since I couldn't find a way to get guards to attack the enemy base, I just called it a victory. Overall not bad!
The aesthetic was great. Reminded me of FF Adventure for Game Boy. The controls handled pretty well. As you're aware, some music would have been a nice touch. Also, I got stuck on some spikes when I killed the last enemy in a room, which ended up killing me because I couldn't move and my iframes ran out, which was a bit of a frustration. Overall great job, though!
I had a a lot of fun playing! The shifting mechanic was interesting and the visual style was great. Some music would have been a nice final touch. I thought the jumping was a little off sometimes which made precision platforming a bit harder than it needed to be at times. Other than that, great work!
I liked the music / graphics. The walking turtle landmass thing was pretty cool. Controls were generally OK, though sometimes the cloud pushing felt a little unresponsive. The collision detection could use some love - I found myself stuck in / on objects a few times.
I had a good time playing around with the locomotion mechanics. It was a bit tough to get started due to the zoomed in view and the speed of most of the other asteroids.
I had fun trying to figure out a build order that worked for me. Those bombers are a bit too tanky in my opinion, though.
Had fun exploring and trying to solve the puzzles. The way the world rotated in as you moved was a nice effect. Some music and sound FX would have completed the experience.
The game was simple and intuitive, and I enjoyed the laid back atmosphere. One suggestion I have is to add something to do between meteor strikes so you spend a little less time watching your bars fill.
I thought the idea behind the game was interesting. Clicking a bunch of time on things is something I find to be kind of frustrating. I held down the mouse for the trees, so that was fine. I think some more visual feedback for your lightning would be a nice touch, as would some music / sound FX.
Had a lot of fun playing. I thought this was a great implementation of the theme, and I'm glad there were a fair few levels. The physics seemed a bit wonky at times, but not to the point of frustration. Good job!
Loved the visuals, and the opening was nice bit of polish. The jumping felt a little stiff. Also, things were very small on my screen, even with a bigger game window so it was a little difficult to make things out at times. Nice work, though!
I thought the game controlled pretty smoothly. The graphics were simple, but clear. A fake shadow under my character's feet would have helped the platforming experience a lot in my opinion.
I liked the visual style. I managed to get some matches, but since I've never played Threes or Carcassonne some insructions would have been nice. Still, I think I got the gist, and I thought it was enjoyable.
I liked the core gameplay. I think something that would help a lot is a view that's a bit more zoomed out. Sometimes it's really tough or impossible to get to where you need to be.
I enjoyed playing. The movement was challenging to get the hang of, but it felt rewarding when you got things just right. It would have been nice if you restarted from the stage you were on when you die, though.
I liked the gist of this game. Clicking around to find stuff was fun, and the squeak toy thing was a nice touch there. Definitely chuckled at the ending! One issue I found is that sometimes objects would get hung up on each other or the bridge and dragging would slow to a crawl so I'd have to unclick / reclick them. Still, nice work!
The weapon behavior is something I never quite felt like I mastered, but it was fun to use and an interesting mechanic. One of the enemies seemed to have a surprisingly large hit box. The levels were alright, but there was no pacing in the difficulty. Also, the sound FX were a little loud in the mix in my opinion. Overall good job!
Oh man, I loved playing this! Graphics and audio were outstanding and created a great atmosphere. It would have been cool to have some additional interactivity beyond flying...maybe the ability to drop special stuff on a planet (animals or something) to mix things up.
@remco Regarding the third day: I prefer working on stuff solo - which admittedly puts me at a disadvantage in the Jam. I didn't even settle on the idea for the game until well over 12 hours in. The Jam just seems to fit my creative / dev process better, but one of these days I'll probably try to do a Compo entry!
Had a fun time figuring out the levels - nice and simple design. Good job! Biggest complaint would be that the music loop was noticeably short.
I like that the game feels finished. The art was great and the sound was fitting as well. I think having a few more types of tiles / effects would have made things a bit more interesting once you get the basics down.
I didn't have anyone else to play with, but I did enjoy the various effects of picking up items. I also really liked the background music. Nice work.
I thought the graphics were pretty decent, aside from some missing animations, and I loved the cat conga line. Gameplay-wise, it would have been nice to be able to use my mouse to change the direction I shoot in. Also after an explosion the bad cats couldn't breach my ship's bubble, so it was trivial to dispatch them safely. I think having the shield fail when the explosion happens would add some challenge.
I found the controls to be a bit frustrating (I think my chicken bucket bugged out), but I did enjoy the humor in the audio and art / animation.
Definitely challenging to get used to, but I think the idea of moving cargo on your ship to steer is really cool. I unintentionally shot way too much of my stuff out of my cannon, though.
I'm terrible at this game, but I think it's a great use of the theme. The art is great as well. The controls did feel slightly stiff...a bit of forgiveness when pressing to jump would have made things seem a bit smoother.
I enjoyed the gameplay - running around ducking the cops was a good amount of fun. I do wish there was a way to play fullscreen though because the minimap was pretty hard to read in that tiny window.
I enjoyed how closely the theme, mechanics, and overall idea of the game worked together. There's not a ton to the gameplay, but it's interesting for a little bit. The simple graphics worked alright, though I think there is a missed opportunity for googly eye physics on the character that would elevate the presentation to the next level.
@calzone407 Appreciate the feedback! I'll take a look to see if I can improve the ease of getting the game running for future players.
I think I ended up with a score of about 50. Good use of the theme and decent enough graphics and sound for a compo entry. Nice job.
It's a shame there was no sound as that would have greatly elevated the experience, and the balance could use some tuning. Regardless, I had fun playing this and enjoyed the goofy artwork.
Took a couple tries to understand what I was doing with the controls, but after that it was fun experimenting with the item combinations to craft / use things.
Interesting idea. Being chased by a dispassionate next level portal is an amusing concept. It's also cool that you wrote your own engine.
This was a fun block pushing game. I think I'd prefer it if the map view was just a couple tiles bigger, but the undo mechanic helps make up for the lack of vision.
The game had some interesting visuals and nice atmosphere. I felt like it was a bit too easy to get stuck on objects while moving around so maybe tweaking the movement a little would improve the overall experience.
Cool to see another text adventure in the mix. You took a different approach than I did, which was fun - it reminded me of the old choose your own adventure style books with the skill system. There was at least one spelling error, but nothing major. A little more feedback as to how the skill system works behind the scenes would have been nice, but overall good job!
Good presentation / mood with all the glowing. The music loop wasn't bad, but a bit short. I think early on there are a few too many health pickups - I found myself able to just tank walls because there were pickups right behind them. Maybe a system where the vehicle itself can only take so many hits would add some challenge to the gameplay.
It was difficult to gauge my flaps so some kind of related UI element would be a nice addition. It did lead to some amusing hypersonic speed and rolling across the ground, though.
Cute game. It seems like maybe the moon colliders were a bit off since they often flew around the room and seemed to be picked up at random.
This was an amusing game. I appreciated the speech bubbles while driving around. I assume my character was cracking open a beer for every factory destroyed because the vehicle control got all wonky after a few hits. The music seemed a bit more fitting for an existential crisis than driving, but I guess it was better to have it than not at all.
This was a simple, fun game. I enjoyed the chunky graphics in particular. Nice work.
The game definitely had some nice atmosphere with the audio design. I think the movement is a bit too slow. Maybe being able to move quickly, but then slowing down when carrying logs would spice things up, along with a longer torch to allow for more exploration to scout out logs before grabbing them.
Definitely a solid entry. Great presentation. I didn't find the overall gameplay to be super fun - it kind of felt like playing whack-a-mole or MS Paint eraser, but with rune drawing. You gotta do what you gotta do within the bounds of the theme, though. It'd be cool to see this system put to use in something else.
This was a cute game. The simple graphics were simple but had an interesting almost clay-like aesthetic. The only major feature that's missing is some music. Aside from that I found it a little more difficult than expected to jump on the rocks, so maybe some tweaks to their collision could further improve the experience. Overall nice job.
Nice to see another game involving typing in the mix. I think an end screen would have been a good addition. Also, it was tough to time when I should start typing again after making an error so some kind of UI element would go a long way there. I'm also not sure what 'line speed' was referring to. Some basic sound effects would have upped the presentation a fair bit too, but I understand that time is tight with the compo.
The game has an interesting overall mechanic. I think a nice addition would be adding the ability to actually defeat the enemies rather than just pushing them around the map. Some UI for when boulders are going to expire would also be a welcome improvement.
I enjoyed the audio design and overall mood. Picking up sticks was a little finicky at times - they probably needed a bigger hit box. I think my score was 88. Good enough to get halfway up the leaderboard at the time.